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Post by Mikal Carter on Nov 4, 2016 4:35:43 GMT
Hey everyone, sorry about my absence but shit hit the fan for me this week and I'm totally drained. It's one of those stories you have to tell in person so you can feel the emotion lol but any who I will be back to class next week more motivated than ever. All these responsibilities have been taking away from art so I feel pretty built up to start creating. Hope to see the art teams progress XD I saw Chad's turrets, nice work!
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amin
New Member
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Post by amin on Nov 6, 2016 4:18:17 GMT
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Post by marinepauley on Nov 6, 2016 22:44:00 GMT
Hello everyone, Here is level 2. The spawn points are at the top left and right for enemies. The bottom is where the casino will be put in. Please let me know what you all think Thanks, Paul
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Post by Nestor Lizardo on Nov 7, 2016 20:53:15 GMT
Hey Paul, Nice layout design for level 2. I think this can bring a challenging gameplay , having multiple spawn points and a fair amount of turrets placement I would like to see how it could turn out.
Just to let you guys know I'm working on the End Game and Ai path movement so as soon I get that going I'll post it.
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TimJ
New Member
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Post by TimJ on Nov 14, 2016 18:38:25 GMT
Hello everyone! Just wanted to updated some of you on the things I'd like to see in our prototype in the near future. It is getting close the end so I think we should start getting some of our art assets into the build, ex. efx, textures on completed models, correct pathing AI, we can also discuss about getting some menu system implemented in our game so it looks a little more polished from the start. Once we get the wave system implemented and the last of the towers I can start going through and tweaking and balancing the gameplay so that we can get some real play testing in. If you guys have any questions from me please ask and don't forget to look at our design doc if you get confused about anything.
Thanks everyone!
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Post by Mikal Carter on Nov 15, 2016 22:12:46 GMT
Hey everyone just wanted to show you guys some of the progess I've been making. I'm still setting up the UVs for the rest of the buildings. I have been having some problems loading the game at home. It crashes at 35% but I've setup a master material that uses the emissive texture's alpha channel and a vector scalar parameter (to easily change the color of the emissive). It should be easy to import the materials from my file into the master game file. I'm gonna work as much as I can today to finish the environment and set up more textures and material instances. For the art team, when you set up your emissive in either photoshop, quixel, or substance painter, keep it closer to a high white value with subtle color. This is to make it flexible to change the color in Unreal rather than through the texture. If you have any questions let me know, if you need help setting up your materials this way, or if it's easier see it setup, I'll help. I just updated this post an included a screenshot of the building master material and setting up the alpha channel in photoshop for the emissive.
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Post by Mikal Carter on Nov 16, 2016 2:48:09 GMT
I don't know how many people know about this but I just found this out and wanted to share. I saw it on Instagram earlier and took a screenshot. I haven't seen any posters around school yet but yeah I'm definitely interested. Attachments:
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Post by a1clark1a on Nov 16, 2016 8:15:26 GMT
Hey guys! I may not make it to class tomorrow because I am sick. Does anyone got a back up copy of the latest file? Both my copy and my back up got corrupted and the back up of my back up is 1 week behind. If anyone can send me a copy of the latest files that would be great. The corrupted project starts it just won't play it may just be my crappy computer but idk.
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TimJ
New Member
Posts: 18
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Post by TimJ on Nov 16, 2016 18:52:55 GMT
Hey Clark I just sent you and email with a link to my Drive that has my latest version of the game.
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Post by Mikal Carter on Nov 16, 2016 22:48:41 GMT
Here's a quick update before I make the drive to school. The Tower Base does have animations on it! Attachments:
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Post by Mikal Carter on Nov 21, 2016 7:19:00 GMT
Here's a quick update of the buildings for the Red Light district. The signs are made with a master material That I can create different material instances for and more variety for them. Attachments:
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TimJ
New Member
Posts: 18
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Post by TimJ on Nov 22, 2016 0:26:40 GMT
Hello programmers, I have been doing some research and asking around about getting our Ai to follow a certain path. I have read some different ways of doing such task, a new way that I heard is to set up target points that the Ai walk to. Those target points can be primitives without collision and not rendered in game, the target points are set up in an array I believe. We may want to explore this option so that we can get our Ai looking correct as they progress through the level. Also I would like an update on where we are at on the wave system, I can't do much more play testing and balancing without that implemented and my time is becoming limited with graduation encroaching.
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Post by a1clark1a on Nov 22, 2016 2:47:03 GMT
Sorry I haven't updated in awhile but the AI pathing is already almost finished so dont worry about it. I should I have it ready by Wednesday. I havent heard from Nestor about the wave system. I'm giving him till Wednesday, otherwise I'll take over. Im working on fixing the targeting system for the cloaked and non cloaked AI without breaking our current targeting system and its the hardest problem for me right now. Also I'm still working on the previous copy of the project without the new assets so we are going to have to place those again. Any news on the particle effects and sounds? I have the turret sound and explosion sounds already implemented but we still need background sound, main menu music etc. The particle effects need to be tested to make sure it fits the behavior we designed.
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Post by a1clark1a on Nov 22, 2016 4:52:41 GMT
Here's a quick video showcasing the AI pathing system where it follows a target point. youtu.be/tLYT0FX54x4 It's done and working but not finished. I need to implement it inside Nestor's working wave and spawning system coz it wont work on our test spawners we currently have. Once I have Nestor's spawning system I can implement the feature where it can randomly choose which path to choose (like it can randomly choose the road or bridge based on whatever condition) or have a specific take the bridge. It will be up to you guys what you guys want.
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TimJ
New Member
Posts: 18
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Post by TimJ on Nov 22, 2016 7:56:20 GMT
Nice! is that using target points? Today Mike and I worked on updating some of the assets with textures and such for a majority of the buildings. Clark, I will email you the most updated game file that Mike and I have that way we can all have it and hopefully it will be easy to implement your pathing system as well.
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